Tremulous Forum
Community => Mod Ideas and Desires => Topic started by: ==Troy== on January 22, 2008, 09:46:07 pm
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My recent experiment on Amsterdam Unlimited has shown that a ckit, being able to heal a teammate with 3 hps and restore his ammo for 0.015*maxammo*maxclips has altered the gameplay hugely.
But unlike most of the changed I made before, instead of making the gameplay worse, it actually has improved it. I have seen a groups of 2-3 guns + 1-2 ckits coming from bases to make ambushes, and they lasted quite long. To encourage the healing, I have allowed ckit to reheal up to 110 hp. (does not really change a lot).
Server population also responded very positively on the modification, and some even called themselves "medic class", and submitted themselves for helping teammates and supporting offence.
What experience do you have about it? What are your thoughts or suggestions?
If someone else also wants to have a healing ckit on their server, I will post a patch for it. Its still a lil buggy, but not damagingly.
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(I thought TremX already had this, but...)
It sounds nice!! It should really prevent camping, Ill try it out! :D
But with that, shouldn't the aliens also get a "healer" class?
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Well, they are healers themselves. If you look at it, healing ckit does not give a huge advantage to humans, its just reducing the dependency of the humans on the armoury/medi. And yes TremX has it, although I did the coding myself, but in TremX it is just completely vanished amongst all other changes.
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Having the Ckit itself heal doesnt seem right. A new weapon perhaps (Same model accept medistation beam textures and Adv Version for faster healing?).
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I have got only server-side to modify. So I cannot have any new textures/models/sounds. Hence its ckit to use. Does that really matter? Nope.
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This actually sounds like a good idea.. probably the best ive seen in my time around here.. It certainly adds a new element to human gameplay.
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The major issue I see here is that you can spawn with ckits, so aliens are going to have a hard time running down those bsuits when the armoury/medi goes down in SD. Could help camping in those cases.
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I was actually going to set a if ddc flag forbckit as well. But the ammo regen rate is tiny if you look @ formula
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The major issue I see here is that you can spawn with ckits, so aliens are going to have a hard time running down those bsuits when the armoury/medi goes down in SD. Could help camping in those cases.
Ah, so the humans will actually have a chance of attacking during SD?
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I would like to see the patch.
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I'll try and see what I can come up with for a healing weapon. *Good luck to me!*
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Sounds cool, but most importantly - allow builders to use this even if builder-time is still waiting.
Otherwise being builder is booooring while waiting for build timer.
(and/or make builder's blaster / or all blasters / more usable)
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As many users currently like to KillWhore, I can only really see this used effectively in a clan match.
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Its helps alot. 10 extra HP is alot for a battle suit. It also makes attacks easier because you can fix your body guard if he gets hurt.
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haha, allow them to revive the dead.
I'd like to see the patch/qvm since my high ping really keeps me away from your server.
p.s: I said clan match because I felt that not to many people would actively use the ckit in pub